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How to generate interresting procedural terrainThe biggest point to take away from this, IMO, is that biomes are an emergent feature of the terrain. I'm sick of biomes being a first-class element in the generation process - it leads to nonsensical and jarring terrain transitions.

Hundreds or even thousands of “slow” running CPUs emulated on GPU?@akaltar is correct, the GPU is unsuited for this kind of work. It works best when you have the same execution path but different data per "stream". If all your computers were doing the exact same operations in the same order, it would be good, but not in your case.

render/draw or input first?You're not presenting the same image over and over again. In the more prevalent case, where the refresh rate is higher than the update frequency, you are interpolating between the last two "snapshots". While this adds a worst-case latency of your update interval, it keeps physics deterministic and stable. This page goes into a lot more detail: gafferongames.com/game-physics/fix-your-timestep

Apr7

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render/draw or input first?IMO, you have Update() and Render() flipped around. You should be updating at a fixed interval, and rendering as fast as possible, with interpolation. Of course, your update frequency may be higher than your refresh rate, but it should still be fixed. This makes your integration (such as in physics simulation) much more deterministic.